US6287194B1 - Gaming machine - Google Patents
Gaming machine Download PDFInfo
- Publication number
- US6287194B1 US6287194B1 US09/070,252 US7025298A US6287194B1 US 6287194 B1 US6287194 B1 US 6287194B1 US 7025298 A US7025298 A US 7025298A US 6287194 B1 US6287194 B1 US 6287194B1
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- United States
- Prior art keywords
- display
- principal
- game
- graphical
- gaming machine
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- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Expired - Lifetime
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Classifications
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3225—Data transfer within a gaming system, e.g. data sent between gaming machines and users
- G07F17/3227—Configuring a gaming machine, e.g. downloading personal settings, selecting working parameters
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/326—Game play aspects of gaming systems
- G07F17/3267—Game outcomes which determine the course of the subsequent game, e.g. double or quits, free games, higher payouts, different new games
Definitions
- This invention relates generally to gaming machines, and more particularly to gaming machines such as slot machines or the like that have a variable display for displaying image information representative of a plurality of symbols necessary for a game and a controller for controlling the variation action of the variable display.
- a microcomputer decides which symbols are to be displayed when the display variation ceases, and controls the stopping of the variation action to display the predetermined symbols. It is often difficult for the player to wait for symbols to be displayed when the variation in the display stops, and until such time, the player merely waits to obtain the result. There is a need, therefore, for a gaming machine that overcomes the known problems relating to obtaining the winning indication from the display.
- a gaming machine is provided with a game indication device that operates in response to the occurrence of a predetermined winning condition.
- a winning condition occurs on this game indication device, the gaming machine is itself caused to assume a winning condition.
- the player can enjoy a “big hit” for a period of time while the “big hit” condition is completed.
- the probability of occurrence of a hit is increased.
- This known arrangement is operated for the duration of the winning condition of the gaming machine. This means that the game indication device does not work till a result of the game performed by the gaming machine itself is obtained. Therefore, the gaming machine is not different from the conventional gaming machine in that the player must wait over a period from beginning of the game to the time when the result of the game is obtained.
- a further known slot machine is provided with a second display unit in addition to the main variable display for displaying a plurality of symbols.
- a game in the second display unit is performed in determined time (service time) when a game can be performed without coin insertion by interrupt control.
- the game of the second display unit is performed during the service time and occurs after the completion of the usual game.
- the second display does not operate when the main display for performing the original game of slot machine is working. Therefore, this further known gaming machine does not solve the problems discussed above with respect to certain conventional gaming machines in that the player has to wait from beginning of the game to the time when the result of the game is obtained.
- a further display device is provided in addition to the variable display, the player merely watches signals varying on the variable display over the duration of the main game.
- An object of this invention is to provide a gaming machine that maintains player interest by performing some indications on the variable display over the period from beginning to the end of the main game, and wherein signals necessary for the game are viewed.
- Another object is to provide a game machine having an enhanced, staged operating characteristic such that the player can easily recognize or anticipate a result of the game performed by the variable display by watching the indications thereon.
- a gaming machine has a variable display for displaying image information representative of a plurality of symbols necessary for a game, a controller for controlling display of the variable display, and a secondary display being optionally provided to display an optional image, the image displayed by the secondary display being determined in relation to the control of the variable display by the controller.
- the secondary display may include electric displays such as liquid crystal, CRT, and LED, as well as mechanical displays having rotating display elements of structure as are used in conventional slot machines.
- the image displayed by the secondary display may be distinguished each other by using various kinds of characters and figures, animations, light flashing on and off, and the like.
- the images for the secondary display can be classified into several kinds such as “prognostic” images that lead the player to believe that a particular display, such as a “big hit,” is to occur, images indicating promotion of “big hit,” images indicating “big hit,” images indicating “loss,” images giving expectation for “big hit” to the player.
- a memory of a microcomputer can store such images as data.
- a controller controls the variation action of the variable display during game time. As a result of the game, a win or loss occurs in response to the signals that are shown in the display at the time the variation action has stopped.
- the controller controls the operation of the game to determine which signals are to be shown when the variation in the display ceases, as well as determining the game result and cessation of the variation in the display.
- the image displayed by the secondary display is different from that of the variable display, and is determined by the controller.
- the controller determines an image to be displayed by the secondary display and causes the secondary display to display the determined image.
- the particular image that is determined in relation to the control of the variable display is, as stated, decided by the controller.
- This image includes information relating to the control state corresponding to the various kinds of possible game results, such as win or loss, kinds of win such as small hit, big hit, or the like, decided by the controller.
- this image includes a game display that is necessary for performing individual or separate games.
- the secondary display includes a display control unit that determines an image in response to the command from the controller, and a display unit for displaying the image. Since the secondary display has associated therewith the display control unit for determining an image in response to the command from the controller, the particular image displayed is determined by the display control unit.
- the image presented by the secondary display varies with the progress of the variation of the variable display. Since the image of the secondary display changes with the progress of the variation of the variable display, the player feels that the game result varies with the lapse of time and maintains his or her expectation relative to the game result.
- the image in the secondary display is a prognostic display that causes the player to anticipate a particular combination of symbols to be displayed by the variable display at the time the variation of the variable display stops.
- the player therefore, can anticipate a result such as a “big hit” and the like by watching the prognostic display and hence, his or her interest to the game is enhanced.
- the controller controls the variable display to play games continuously, two or more times.
- the image of the secondary display is a prognostic display that causes the player to anticipate the start of a second, or later, game.
- the player can anticipate the start of the second game, and an expect subsequent game.
- the image of the secondary display is a game display that is necessary for performing an individual or separate game that is different from the game performed by variation of the variable display. According to this embodiment, the player can enjoy the original game by the variable display and an individual or separate game performed by the secondary display at the same time, or as an alternate game.
- the secondary display displays an image in relation to control over the variation of the variable display by the controller during the operation of the variable display. While the variable display is not varying, the secondary display displays an image constituting an individual game that is performed independently from the variable display control by the controller. According to this embodiment of the invention, the individual game of the secondary display may be controlled corresponding to the game result of the variable display or may be independently controlled. Although this individual game may be configured so as not to consume game medium such as coins, the starting or winning condition of the individual game may be established to require that coins or the like be deposited.
- the game of the variable display will appear to have been rescheduled, without any modification of the gaming machine itself.
- the image shown by the secondary display can be switched to represent the number of times the game is played, or the probability of win or loss of each game.
- the secondary display is a record of the number of times or probability of win or loss of each game. The player then can judge the gaming machine to determine whether a hit will or will not appear.
- variable display has a plurality of variable display units disposed laterally with respect thereto and the controller controls the variation of the variable display units so as to stop the variation in the middle, or central, variable unit last.
- the controller controls the variation of the variable display units so as to stop the variation in the middle, or central, variable unit last.
- the secondary display displays a plurality of images in a predetermined sequence to provide a progressive story when the variable display indicates it will reach a winning condition if the variable display would display a specific remaining symbol.
- the player's expectation as to the ultimate game result is enhanced, and the attention of the player is directed to the image of the secondary display. Consequently, the player can keep his expectation of a particular result until the actual result of the game is obtained.
- the respective images of the secondary display are associated with different degrees of expectation (reliability) that a win will be realized by a specific combination of symbols displayed by the variable display, at such times as the variation in the display is caused stopped.
- the degrees of expectation, or reliability, of a winning game are realized by a specific combination of symbols that are to be displayed by the variable display when the variation is stopped is caused to be different for each image. The player therefore senses the changes in the degree of expectation that a particular game result will be achieved when the variation in the display is terminated.
- the last image in the variation of the secondary display informs of a winning game that is realized by a specific combination of symbols displayed by the variable display when the variation stops. According to this embodiment, the player can easily recognize a win by watching the last image of the secondary display.
- the secondary display performs a slow replay of the variation, after the original variation has run its course by displaying the last image.
- the slow replay is effected by the slow variation of images from the image shown before to the last image.
- the secondary display further operates, in one embodiment of the invention, to indicate the remaining time in a second-by-second count that corresponds to each image until the last image is displayed in the progression of the variation of the images. According to this embodiment, the player a high level of tension in the game until the result of the game is obtained.
- the progression of the variation of the images of the secondary display is configured in plural modalities.
- the variation of the images of the secondary display progresses in accordance with plural kinds of modes, or manners, thereof, the player's interest in the game is enhanced.
- the plural kinds of modes of the progress of the variation of the images of the secondary display have associated therewith different degrees of expectation in achieving the winning combination of symbols when the variation in the secondary display is stopped.
- the degree of expectation to obtain the winning combination of symbols is changed in each mode of the progression, the player can recognize the degree of expectation not only by an image, but also by the mode of the progression of the variation of the images.
- the specific image that is displayed by the secondary display after the variation of the variable display has initiated is a predictive image that assists in predicting that a winning game would be obtained if the variation of the images would change in accordance with specific manner of the progression of the images.
- the specific manner of the progression of the images is advantageous for the player, the player can anticipate the manner in which the progression of the images develops by watching the predictive image.
- FIG. 1 is an isometric representation of a specific illustrative embodiment of the invention in the form of a slot machine
- FIG. 2 is a function block diagram that illustrates the arrangement of a circuit used in the slot machine of FIG. 1;
- FIG. 3 is a flow chart that illustrates a portion of the control operation of the invention
- FIG. 4 is a flow chart of the display images of the liquid crystal display
- FIG. 5 is a flow chart of the displays of “super reach” screen presentations
- FIG. 6 is a representation that illustrates a display state before the variable display starts and an example of display images of the liquid crystal display of the embodiment of the invention
- FIG. 7 is a representation that illustrates a display state after the variable display has started and a display image of the liquid crystal display
- FIG. 8 is a representation that illustrates a display state after the variable display has started and the time when “Pegasus” appeared on the display image of the liquid crystal display;
- FIG. 9 is a representation that illustrates a display state after the variable display has started and the time when “a bird” appeared on the display image of the liquid crystal display
- FIG. 10 is a representation that illustrates a display state after the variable display has started and the time when a “beer bottle” appeared on the display image of the liquid crystal display;
- FIG. 11 is a representation that illustrates a display state when the variable display has stopped without “reach” demonstrations and a display image of the liquid crystal display;
- FIG. 12 is a representation that illustrates the time when the variable display has indicated a “reach” state, and when the image that represents a “reach” decision is indicated on the display screen of the liquid crystal display;
- FIG. 13 is a representation that illustrates the time when the variable display has indicated a “reach” state, and when the “horse runs abnormally” image is indicated on the display screen of the liquid crystal display,
- FIG. 15 is a representation that illustrates the time when the variable display has indicated a “reach” state, and when the “horse walks under control” image is indicated on the display screen of the liquid crystal display;
- FIG. 17 is a representation that illustrates the time when the variable display has indicated a “reach” state, and when the “OTASUKEMAN (man who helps the cowboy) coming” image is indicated on the display screen of the liquid crystal display;
- FIG. 20 is a representation that illustrates the time when the variable display has indicated a “reach” state, and when the image that informs the start of the slow motion replay is indicated on the display screen of the liquid crystal display;
- FIG. 21 is a representation that illustrates the time when the variable display has indicated a “reach” state, and when the first screen of the slow motion replay is indicated on the display screen of the liquid crystal display,
- FIG. 22 is a representation that illustrates the time when the variable display has indicated a “reach” 0 state, and when the screen appeared just before the end of the slow motion replay is indicated on the display screen of the liquid crystal display,
- FIG. 23 is a representation that illustrates the time when the variable display has indicated the symbols that would become “small hit” when the display has stopped, and when the last screen of the slow motion replay corresponding to the variable display is indicated on the display screen of the liquid crystal display,
- FIG. 24 is a representation that illustrates the time when the variable display has indicated a “reach” state, and when the “rider transformed into Pierrot” image is indicated on the display screen of the liquid crystal display;
- FIG. 26 is a representation that illustrates the time when the variable display has indicated the symbols that would become “loss” when the display has stopped and when the image corresponding to it is indicated on the display screen of the liquid crystal display;
- FIG. 27 is a representation that illustrates the time when the variable display has indicated the symbols that would become “big hit” when the display has stopped, and when the image corresponding to it is indicated on the display screen of the liquid crystal display;
- FIG. 28 is a flow chart that illustrates the handling procedures in indicating a separate play on the liquid crystal display of the embodiment of the invention.
- FIG. 30 is a representation that illustrates an example of display images of the separate play performed on the liquid crystal display of the embodiment of the invention.
- FIG. 32 is a representation that illustrates an example of the change of the bar graph display regarding a symbol of FIG. 31,
- FIG. 33 is a representation that illustrates the case wherein the remaining rate of a symbol is indicated by a circle graph
- FIG. 35 is an isometric representation of a slot machine with the liquid crystal display in a different location from that of FIG. 1 .
- a cabinet 2 On the front face of a cabinet 2 forming a housing for slot machine 1 , three display windows 3 L, 3 C, and 3 R are arranged in a horizontal line. Additionally, various kinds of symbols (not shown in this figure) are displayed on the central winning line 14 or its upper and lower positions of each display window, as will be described hereinbelow with respect to FIG. 6 . These symbols are drawn on the surface of the sheet forming circumferential planes of three rotatable display elements 4 L, 4 C, and 4 R which are arranged inside of cabinet 2 in correspondence to display windows 3 L, 3 C, and 3 R. A mechanically variable display is formed of these rotatable display elements.
- a medal entry slot 7 where medals of game media are inserted, a spin switch 8 for starting the rotatable display elements mentioned above by button-pushing operation as an alternative to the actuation of start lever 5 , a 1-BET switch 9 for betting only one medal credited on a game to allow a one-time button-pushing operation, a maximum BET switch 10 for betting maximum numbers of medals that can be bet on one time of game, and a C/P switch 11 for changing credit/payout of medals acquired by the player as a result of the button-pushing operations.
- Beneath the front face of cabinet 2 there is provided a medal tray 13 for saving medals paid out via a medal chute 12 in response to the actuation of C/P switch 11 .
- FIG. 2 is a function block diagram that illustrates the methodology and arrangement of logic circuitry (not shown) that contains controllers for controlling the game procedure operations for slot machine 1 , and peripheral equipment, i.e. actuators that are electrically connected thereto.
- ROM 22 of microcomputer 20 in addition to the game control system for the slot machine, there are stored information and data necessary for executing procedures to indicate plural numbers of display images described later on the screen of liquid crystal display 6 .
- Stepping motors 15 L, 15 C, and 15 R function as the main actuators for driving each of rotatable display elements 4 L, 4 C, and 4 R mentioned above into rotation.
- a hopper 30 with a hopper drive 32 is provided for pay out. The hopper accommodates medals of game media.
- These subsystems are each connected to the outputs of CPU 21 , and receive control signals therefrom.
- random number generator 26 generates random numbers in a predetermined range of numerical values, and sampling circuit 27 samples one random number within a predetermined time period after start lever 5 has been operated. The random number thus sampled is evaluated to determine whether it pertains to the predetermined winning area stored in the memory portion of ROM 22 , and if it does pertain to the winning area, a “wining request signal” is generated.
- the number of driving pulses supplied to each of stepping motors 15 L, 15 C, and 15 R is counted, and the counted value is written in a predetermined area (not shown) within RAM 23 .
- a reset pulse is delivered from rotatable display elements 4 L, 4 C, and 4 R during every rotation, and these pulses are provided to CPU 21 via rotatable display element (reel) position detector circuit 34 .
- CPU 21 clears the counted value of the driving pulses stored in RAM 23 to “0” by a reset pulse delivered in this manner.
- the counted value corresponding to a rotation position in a range of one rotation with respect to each of rotatable display elements 4 L, 4 C, and 4 R is stored within RAM 23 .
- a symbol table (not shown) is stored within ROM 22 and contains the rotation positions of rotatable display elements 4 L, 4 C, and 4 R, and the symbols (not shown in this figure) are correlated to such rotational positions.
- a winning symbol combination table is stored within ROM 22 .
- In this winning symbol combination table are stored data corresponding to the winning symbol combinations, the numbers of medals of dividend for winnings, and the winning determination codes that represent the winnings.
- the winning symbol combination table is accessed when control over rotatable display elements 4 L, 4 C, and 4 R is being executed, and the winning confirmation is executed after all rotatable display elements have been stopped.
- FIG. 3 is a flow diagram that illustrates a procedure for the operation that controls liquid crystal display 6 .
- This procedure is executed by CPU 21 of microcomputer 20 , which also functions as the game controller of slot machine 1 .
- CPU 21 of microcomputer 20 which also functions as the game controller of slot machine 1 .
- the display as does liquid crystal display 6
- a CPU as a display controller
- such a CPU may be used to determine the display image according to the display command from CPU 21 (e.g., the display command corresponding to the type of winnings or losses).
- step ST 1 in the beginning when the power supply of the gaming machine (slot machine 1 ) is powered up (step ST 1 ), the CPU causes liquid crystal display 6 to show a “routine pattern” (ST 2 ).
- the player (not shown) operates start lever 5 or spin switch 8 after inserting medals into medal entry slot 7 ; or operating 1-BET switch 9 ; or operating maximum BET switch 10 ; rotatable display elements 4 L, 4 C, and 4 R are caused to rotate, and the variable display is started (ST 3 ).
- the determination of winning/unwinning is executed based on the random number extracted by random number sampling (ST 4 ).
- a “winning request signal” is generated (ST 5 ), and the display image is determined according to the result of the determination. In other words, if a “winning request signal” is not generated, the specific demonstration pattern is selected out of the demonstration pattern group for “loss” (ST 6 ). When a “winning request signal” is generated, it is determined at step (ST 7 ) whether or not the “winning request signal” corresponds to a “big hit.”
- the specific demonstration pattern for “small hit” is selected out of the demonstration pattern group for “small hit” (ST 8 ). If it is “YES,” the specific demonstration pattern for the “big hit” is selected out of the demonstration pattern group for the “big hit” (ST 9 ).
- the demonstration pattern group i.e., the demonstration pattern group for “loss,” the demonstration pattern group for “hit,” and the demonstration pattern group for “big hit” is formed by plural demonstration patterns respectively, and stored within ROM 22 .
- Liquid crystal display 6 indicates the selected pattern in step (ST 10 ), and executes the stop control corresponding to the winning request signals with regard to rotatable display elements 4 L, 4 C, and 4 R during the rotation (ST 11 ). The process then terminates at END.
- variable display of ST 3 is effected by CPU 21 supplying driving signals to motor drive 31 , thereby driving stepping motors 15 L, 15 C, and 15 R, and rotating rotatable display elements 4 L, 4 C, and 4 R.
- winning determination of ST 4 is realized by a random number that, as stated, is sampled from random number generator 26 and the value of the random number thus extracted is evaluated to determine the group to which it belongs, as set forth above, in the winning probability table. Then, if the number was determined to be a winning number, CPU 21 delivers signals for controlling to stop rotatable display elements 4 L, 4 C, and 4 R as the symbol display positions that corresponding to the kind of winnings, to motor drive 31 . Control over stopping at step ST 11 is thus realized.
- CPU 21 executes an operation to deliver rotatable display element stop control signals based on the winning determination mentioned above to motor drive 31 , and an operation to deliver pattern display signals based on the selection of the “demonstration pattern” that will be presented on liquid crystal display 6 , to LCD drive 16 simultaneously Therefore, while the rotatable display elements (reels) are controlled to stop, the demonstration patterns are displayed on liquid crystal display 6 .
- the “demonstration pattern” will be described in detail later.
- CPU 21 supplies medal pay out command signals corresponding to the kind of winnings to hopper drive 32 , and executes the pay out of predetermined numbers of medals from hopper 30 .
- medal detector 35 counts the number of medals paid out from hopper 30 , and when the counted value reaches the predetermined number data, the signal generator for completion of medal pay out 36 inputs signals for completion of medal pay out into CPU 21 .
- CPU 21 stops the drive of hopper 30 via hopper drive 32 , thereby completing the procedure of paying out medals.
- the CPU determines the generation of a “winning request signal,” and executes the stop control of rotatable display elements 4 L, 4 C, and 4 R so that the predetermined symbols of the “big hit” or the “small hit” are stopped on the winning line, or the symbols of “loss” stand in line according to the result.
- the CPU controls liquid crystal display 6 to indicate demonstration patterns whereby players can expect the generation of “big hit,” “small hit” or “loss.”
- CPU 21 when liquid crystal display 6 itself possesses a CPU as a display controller, CPU 21 , as the game controller, delivers a command to have liquid crystal display 6 indicate the demonstration patterns whereby players can expect the generation of “big hit,” “small hit” or “loss” to CPU of liquid crystal display 6 , when it executes the rotatable display element stop control as mentioned above. According to this, CPU of liquid crystal display 6 determines the display image, and indicates it an the screen.
- FIGS. 4 and 5 represent the transitions of displays with respect to “routine pattern” and “demonstration pattern” indicated on the screen of liquid crystal display 6 .
- FIGS. 6-27 represent display states in display windows 3 L, 3 C, and 3 R of rotatable display elements 4 L, 4 C, and 4 R and examples of display images of liquid crystal display 6 .
- the display of display windows 3 L, 3 C, and 3 R becomes winning if the specific symbols are stopped along the winning line 14 arranged in the center of display windows 3 L, 3 C, and 3 R when the rotation of rotatable display elements 4 L, 4 C, and 4 R has been stopped.
- FIG. 6 represents a display state in display windows 3 L, 3 C, and 3 R before rotatable display elements 4 L, 4 C, and 4 R start to rotate, and an example of display images of liquid crystal display 6 .
- “The title of the game,” is an example of a routine pattern that is displayed on liquid crystal display 6 (G 1 ).
- this routine pattern (G 1 ) there are displays of “the explanation of the game” or “the explanation when a “reach” is generated.” When the routine pattern has these plural images, they may be indicated successively at certain intervals.
- FIG. 7 represents a display state in display windows 3 L, 3 C, and 3 R just after rotatable display elements 4 L, 4 C, and 4 R have started the rotation.
- the figure further shows an example of a display image on liquid crystal display 6 .
- the routine pattern disappears and the normal image display (G 2 ) that “a cowboy who sat astride a horse” is displayed.
- G 2 normal image display
- the demonstration effect enhances the feeling of tension in the player(s) (not shown) at the start of the game, notwithstanding that no image is indicated on liquid crystal display 6 .
- FIGS. 8-27 illustrate examples of demonstration patterns that are successively displayed on liquid crystal display 6 .
- any of “Pegasus” as, shown in FIG. 8, “a bird” as shown in FIG. 9 or “a beer bottle” as, shown in FIG. 10 appears first on the “normal image display” (G 3 -G 5 ).
- These images are all notice displays for announcing appearance of the “reach” state.
- the “reach” state means that two specific symbols are stopped in any two of display windows 3 L, 3 C, and 3 R.
- G 5 indicates in this specific illustrative embodiment of the invention that a “reach” state will appear with a probability of 50%, and the image that “a bird” as shown in FIG. 9 appears (G 4 ) announces that the appearance of a “reach” state is decided at the probability of 100%. Further the appearance of the image of “Pegasus,” as shown in FIG. 8 (G 3 ), announces that the “super reach,” which will be described hereinafter, has been determined with the probability of 100% after a “reach” state has appeared.
- FIG. 12 shows a display state in display windows 3 L, 3 C, and 3 R when the rotation of right and left rotatable display elements, 4 L “and 4 R have stopped, and represents the “reach” state at the specific symbols “7s” are stopped in the right and left portions of the display.
- liquid crystal display 6 indicates the “rodeo started” image (G 6 ) that has the depiction of “a horse runs uncontrollably.”
- G 6 the display state in display windows 3 L, 3 C, and 3 R does not become a “reach” state when the rotation of right and left rotatable display elements, 4 L and 4 R has stopped, it returns to the above-mentioned “normal image display” (G 2 ), as shown in FIG. 11 .
- rotatable display element 4 C is set to stop last as for the stop control of the rotation of rotatable display elements 4 L, 4 C, and 4 R is to express a sense of unity of the display image of liquid crystal display 6 and the stop result of the rotatable display elements, because liquid crystal display 6 is arranged centrally.
- the “horse runs abnormally” image (G 7 ) of the state that “a cowboy fights with an unruly horse” as shown in FIG. 13 is indicated after the predetermined time of indicating the rodeo started image (G 6 ).
- the numeral “7” is displayed in the left upper location of the screen of liquid crystal display 6 . This represents the remaining time (second) that the display in display windows will become “big hit” when the rotation of central rotatable display element 4 C has stopped.
- “Big hit” represents the state that the combination of stop symbols “7”-“7”-“7” is stood in the winning line 14 in display windows as shown in FIG. 27 . Therefore, if this numeral is indicated to count down to “0,” that is, if the cowboy who mounted an unruly horse rides it out for seven seconds, it becomes “big hit.”
- the specific pattern, “super reach” (G 8 ) is determined to be demonstrated on the screen of liquid crystal display 6 after the “horse runs abnormally” image (G 7 ) has been displayed. Transition of the display of the “super reach” presentation is shown in FIG. 5 .
- This “super reach” presentation ensures generation of a winning display state in any kinds without generation of loss display state in display window 3 L, 3 C, 3 R at the time of stop of rotation of every rotatable display element. Accordingly, the player can watch carefully successive development of images with increasing expectation of a “big hit.” Therefore, since the image (G 3 ) in which “Pegasus” appears as in FIG. 8 described above predicts the “super reach” demonstration with 100% probability after appearance of the “reach” state, the player can recognize the development of a win condition before a “reach” state has been displayed.
- “Super reach” demonstration (G 8 ) is started upon the display of “face UP of horse running amuck” image (g 1 ) (also display of remaining time of 6 (seconds) to generation of “big hit”) after one second of display of the image (G 7 ) of “horse runs abnormally.” After the “face UP of horse running amuck” image (g 1 ) is displayed for one second, the “super reach” demonstration is divided into three patterns.
- the “horse walks under control” image (g 2 ) is displayed (also displayed remaining time of 5 (seconds) to generation of big hit), then during 4 seconds to 1 second of remaining time to generation of “big hit,” as shown in FIG. 16, when the rotation of every rotatable display element has stopped and the “small hit”was decided by the stop symbols shown in display windows 3 L, 3 C, 3 R, liquid crystal display 6 displays “cowboy landing” image (g 5 ) corresponding to the “small hit” synchronized with the ceasing of rotation of central rotatable display element 4 C to complete the game. If the “big hit” has been decided to be generated in display window 3 L, 3 C, 3 R, as shown in FIG.
- the “OTASUKEMAN coming” image (g 6 ) can make the player change in feeling from a condition of tension generated by watching carefully whether the cowboy may fall from the horse or not during 5 seconds from display of “horse walks under control” image (g 6 ) to display of “cowboy delighted” image (G 11 ), to an emotional condition of relief immediately.
- the player can play the game while maintaining the expectation and relief by the presentations mentioned above.
- the demonstration as described above adds and interest variety to the game, thereby enhancing the player's interest in the game.
- liquid crystal display 6 indicates a “cowboy landing” image (g 5 ) symbolizing the “small hit” simultaneously with the cessation of the rotation of central rotatable display element 4 C.
- the game is finished and the player acquires an award corresponding to the win.
- the “cloud of dust (end)” image (g 7 ) as shown in FIG. 19 is displayed.
- the cowboy seems to have fallen from the horse according to the image as shown m FIG. 19, because this image is changed quickly, the player cannot determine whether or not he has won.
- the player can determine what kind of image finally will be displayed by the slow motion replay of rewound images that will be described later.
- the slow motion replay of rewound images can change the emotional state of the player from discouragement by recognition of the “cloud of dust (end)” image (g 7 ) that was shown as losing a win, to expectation.
- the slow motion replay of rewound images performed in this example is: just after display of the “cloud of dust (end)” image (g 7 ), at first the “start slow replay” image (g 8 ), and then returning to the image displayed before 0.3 second of display of the “cloud of dust (end)” image (g 7 ), replay of the rewound images is started.
- the replay of rewound images by slow motion display is performed in a manner that the images of the “cowboy fighting with an unruly horse” (g 9 ) and (g 10 ) are slowly replayed with simultaneous display of remaining time counting down by second until the “big hit” occurs, and as shown m FIG. 5, at the time of the remaining of 0.1, unless the game is finished in the manner that rotation of central rotatable display element 4 C stops displaying the “small hit” in the display windows 3 L, 3 C, 3 R and at the same time displaying the “cowboy falling from horse” image (g 11 ) as shown in FIG.
- the “rider transformed into Pierrot” image (g 4 ) as shown in FIG. 24 is displayed (remaining time of 5 (seconds) is also displayed). Then, unless during from 4 seconds to 1 second of remaining time to generation of the “big hit,” as shown in FIG. 16, when rotation of every rotatable display element stopped the “small hit” is decided by the stop symbols shown in display windows 3 L, 3 C, 3 R, there is displayed on liquid crystal display 6 the “cowboy landing” image (g 5 ) corresponding to the “small hit” synchronized with the cessation of rotation of central rotatable display element 4 C, thereby completing the game.
- the “super reach” demonstration is determined not to be displayed.
- Alter the image (G 7 ) “horse runs abnormally” is displayed, if rotation of all rotatable display elements stops during 6 seconds to 1 second of the time remaining to generation of the “big hit,” and the combination of symbols shown in the display window 3 L, 3 C, 3 R means the “small hit,” the “cowboy landing” image (g 5 ) as shown in FIG. 16 is displayed in the liquid crystal display 6 .
- the combination of symbols shown in the display window 3 L, 3 C, 3 R means “loss,”the “cowboy falls from horse” image (G 10 ) as shown in FIG. 26 is displayed in the liquid crystal display 6 .
- the “big hit” is sometimes obtained directly after display of the “horse runs abnormally” image (G 7 ) without demonstration of images on the liquid crystal display 6 described above. Consequently, according to the invention, the player can expect the “big hit” even when the demonstration is not performed.
- Each image indicated by the liquid crystal display 6 has a different degree of expectation with respect to the occurrence of the “big hit.”
- a value expressed by “%” in FIG. 4 and FIG. 5 indicates the degree of expectation in the occurrence of the “big hit” which is associated with each image. Accordingly, as the expectation degree changes, accompanied with the change of the images, it is possible to increase or decrease the expectation degree in the progression of the images. For example, at the time of display of the “face UP of horse running abnormally” image (g 1 ), the expectation degree is 34%, but after some progress of image display, at the time of display of the “rider transformed into Pierrot” image (g 4 ), the expectation degree increases to 70%.
- the expectation degree decreases to 20%. Even when the degree is increasing from 36% of the “clouds of dust (start)” image (g 3 ) to 60% of the “clouds of dust (end)” image (g 7 ), after then if the “start slow motion replay” image (g 8 ) is displayed, the expectation degree decreases to 50%.
- the player can recognize the expectation degree by each image and further by the progressive pattern of the images. During the time until the rotation of the rotatable display elements is stopped, the player is expecting the game result and is watching carefully the progressive display of images having different expectation degrees. Therefore, the player plays the game keeping his tension in high level. As a result, the monotony of conventional game is avoided and the interest level of the game is enhanced.
- each image that is displayed on liquid crystal display 6 has an individually determined probability to be displayed on the liquid crystal display.
- the fraction indicated in FIGS. 4 and 5 signify the appearance probability (probability to be displayed) of each image. The higher the expectation degree, the lower is the appearance probability.
- the displayed appearance of images determined to be low in appearance probability can be predicted by the player to predict when the player has played the game successive times. Consequently, even a skillful player can keep his interest in the game over a long period.
- an image display such as CRT
- an electric display which is arranged as an indication device of a LED
- a mechanical display such as rotatable display element for selecting an image from among a plurality of such images and to indicate same by stopping rotation
- the display image that facilitates the recognition of a good game state or a dangerous game state for the player can be effected by non-image indication, such as on and off (illuminated and non-illuminated) states of a lamp, instead of a character or a picture.
- sounds can be used in addition to, or instead of, the display image.
- the use of sound is made to corresponding with a change of the image or the illumination state of an indicator lamp.
- liquid crystal display 6 displays the image indicating the control state of the variable display corresponding to a result of an original game.
- the liquid crystal display may display images of other games, i.e., different from the original game.
- ROM 22 of microcomputer 20 would store the data of the display image and the execution program of the different game.
- CPU 21 executes the operations shown in FIGS. 28 and 29.
- the image displayed on liquid crystal display 6 is a pattern that corresponds to several games. More specifically, if the “winning request signal” did not occur in the determination of ST 25 , the CPU selects a pattern for “game 1”(ST 26 ). When the “winning request signal” has occurred, the CPU determines whether or not the “winning request signal” corresponds to the “big hit” (ST 27 ). The CPU then determines a pattern for “game 2”if it is “NO” (ST 28 ), and selects a pattern for “game 3”if is “YES” (ST 29 ).
- the starting condition may be an optional condition, for example, the stopping of one rotatable display element (reel), the stopping of two rotatable display elements (reels), or the stopping of all rotatable display elements (reels).
- the predetermined time permitted for stopping would be predetermined.
- another example of the separate game is preset such that, in case of the “lottery game” that is started when at stop of rotation of rotatable display elements 4 L, 4 C, 4 R, stop symbols on the winning line 14 have been arranged in a specified winning mode, without previous determination of distribution of awards for the correspondence to the winning mode, stop symbols (numerals) positioned on the center line 14 ′ at stop of variation of three symbol rows 6 L, 6 C, 6 R, similarly to the “bonus game” described above, displayed on the screen of liquid crystal display 6 express a distribution of awards and medals are paid in an amount determined based on thus decided distribution of awards.
- liquid crystal display 6 As described above, information of control state of the variable display that is original game or image for separate games is displayed by liquid crystal display 6 as an example of the secondary display of the invention, and in addition to these displays, a history of past game result namely the image that shows times or rate of frequency of win or loss in games finished in the past.
- a display change button is provided in a suitable position of the front of the slot machine of FIG. 1 (for example, below the display window), and when the player pushes the display change button at an optional time during the game, the display on the screen of liquid crystal display 6 is switched to the display of times or rate of frequency of win or loss, and when the player pushes the button once again, the display on the screen is returned to the before.
- survival rate of win or loss from beginning of power supply to the gaming machine (for example, frequency or times as % of win or loss assumed to occur by 10,000 times of games) is indicated by analog representation such as bar graphs as shown in FIGS. 31 and 32 or circle graph as shown in FIG. 33 or by digital representation such as numerals as shown in FIG. 34 .
- the operation for these indications is performed by the microcomputer of the slot machine 1 or by CPU of liquid crystal display 6 itself (if provided).
- each survival rate is displayed on the screen of liquid crystal display 6 .
- a slot machine that functions in accordance with the above example is an embodiment of the automatic stop control system wherein a stop button operation is not required.
- the gaming machine may be provided with stop buttons that correspond to the rotatable display elements (reels), respectively, and has incorporated therein stop conditions for each rotatable display element for the stop button operation by the player.
- the variable display of symbol rows 6 L, 6 C, 6 R of the separate game by liquid crystal display 6 shown in FIG. 30 can be stopped in response to actuation of the stop button by the player.
- the liquid crystal display 6 as the secondary display of the invention is disposed at a position that is lower than display window 3 C in this example, the secondary display may be disposed at any position in the front surface of the gaming machine.
- the secondary display may be disposed at the upper position of display window 3 L, 3 C, 3 R as shown in FIG. 31 .
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- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- Display Devices Of Pinball Game Machines (AREA)
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- Game Rules And Presentations Of Slot Machines (AREA)
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JP10-019634 | 1998-01-30 | ||
JP10019634A JPH119761A (ja) | 1997-04-30 | 1998-01-30 | 遊技機 |
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JP (1) | JPH119761A (de) |
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Also Published As
Publication number | Publication date |
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ATE291768T1 (de) | 2005-04-15 |
DE69829433T2 (de) | 2006-04-06 |
EP0875870A2 (de) | 1998-11-04 |
DE69829433D1 (de) | 2005-04-28 |
EP0875870B1 (de) | 2005-03-23 |
EP0875870A3 (de) | 2000-06-14 |
JPH119761A (ja) | 1999-01-19 |
AU6371698A (en) | 1998-11-05 |
AU743079B2 (en) | 2002-01-17 |
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